Post by Professor Cottonwood on Aug 30, 2016 20:50:13 GMT -5
Guide to: Battling
Battling: We are relying on the Type Chart listed and linked above to deal damage, and moves are dealt on a 1 - 5 scale.
[ 0% Efficiency Moves ] Any move that has no effect on another Pokemon (Ground x Flying, Normal x Ghost) will obviously not hit.
[ 10% Efficiency Moves ] Any moves that are of low effeciency on another Pokemon (Normal x Rock, Fire x Fire) will result in needing 4+ hits.
[ 25% Efficiency Moves ] Any moves that are of average efficency on another Pokemon (Electric x Normal, Grown x Normal) will result in needing 3 - 4 hits.
[ 50% Efficiency Moves ] Any moves that are of high efficiency on another Pokemon (Fighting x Normal, Fire x Grass) will result in needing 2 - 3 hits.
[ Critical Hits ] Every second turn (Turn 2, 4, 6, etc.) should your Pokemon use a physical attack, staff will roll a 1 in 5 shot of the hit being critical. This will immediately bump the move to a staggering 65%.
[ STAB ] Same Type Attack Bonus increases the power of the move if the attacking Pokémon has the same type as the move used (for example a Fire-type Pokémon using a Fire-type move). This is in effect only during Gym battles and actual trainer (player v. player) battles, and will tack on an additional 10% to every hit.
[ Dodging ] A chance of a successful dodge is 1 in 5. Staff modding the battle will edit in the roll and if your Pokemon dodged or not.
--▷ [ Successful ] Your Pokemon will have dodged the attack, and you must wait two turns to dodge again. If your Pokemon dodged in Turn 1, they can't attempt to dodge again until Turn 3.
--▷ [ Unsuccessful ] If your Pokemon doesn't dodge, you will have the change to dodge again in the next turn. If you are unsuccessful in the second turn, you must wait 2 additional turns to try again. Example: Your Pidgey unsuccessfully dodged in Turn 1, they can try again in Turn 2. If they miss a second time, they won't be able to attempt to dodge again until Turn 4.
- Important: Move Type Chart.
- - - - - - - - - - ? - - - - - - - - - -
Battling: We are relying on the Type Chart listed and linked above to deal damage, and moves are dealt on a 1 - 5 scale.
[ 0% Efficiency Moves ] Any move that has no effect on another Pokemon (Ground x Flying, Normal x Ghost) will obviously not hit.
[ 10% Efficiency Moves ] Any moves that are of low effeciency on another Pokemon (Normal x Rock, Fire x Fire) will result in needing 4+ hits.
[ 25% Efficiency Moves ] Any moves that are of average efficency on another Pokemon (Electric x Normal, Grown x Normal) will result in needing 3 - 4 hits.
[ 50% Efficiency Moves ] Any moves that are of high efficiency on another Pokemon (Fighting x Normal, Fire x Grass) will result in needing 2 - 3 hits.
[ Critical Hits ] Every second turn (Turn 2, 4, 6, etc.) should your Pokemon use a physical attack, staff will roll a 1 in 5 shot of the hit being critical. This will immediately bump the move to a staggering 65%.
[ STAB ] Same Type Attack Bonus increases the power of the move if the attacking Pokémon has the same type as the move used (for example a Fire-type Pokémon using a Fire-type move). This is in effect only during Gym battles and actual trainer (player v. player) battles, and will tack on an additional 10% to every hit.
[ Dodging ] A chance of a successful dodge is 1 in 5. Staff modding the battle will edit in the roll and if your Pokemon dodged or not.
--▷ [ Successful ] Your Pokemon will have dodged the attack, and you must wait two turns to dodge again. If your Pokemon dodged in Turn 1, they can't attempt to dodge again until Turn 3.
--▷ [ Unsuccessful ] If your Pokemon doesn't dodge, you will have the change to dodge again in the next turn. If you are unsuccessful in the second turn, you must wait 2 additional turns to try again. Example: Your Pidgey unsuccessfully dodged in Turn 1, they can try again in Turn 2. If they miss a second time, they won't be able to attempt to dodge again until Turn 4.